The lands of the frozen North are inhospitable and unyielding. Thus the human
inhabitants long ago took up the practice of raiding the relativly rich inhabitants
of more southerly lands. Masters of the deadly shallow-drafted longboat, they are
able to ply their bloody trade inland by rivers and onto shores otherwise unassailable.
They seek out all opportunities for money and delight in battle for they believe
that the only way to achieve a pleasant afterlife is to suffer death in combat.
It is of little suprise that some of these warlike and rapacious folk have found
their way to Mordheim to share in the wealth of the wyrdstone.
Starting Funds
The warband starts with 500 gc to spend as it wishes following unit numbers and
weapons restrictions.
Choice of Warriors
A Norscan Reaver band must include a minimum of 3 models, and can have a maximum
of 15 models including 5 Heros and 1 leader. A starting warband must be lead by
a Reaver Lord, but should he be killed they may not acquire another; a new leader
will step forth from amongst the members of the band.
Struggle for Power
Norscan Reavers believe that authority should only be held by those with the
power to keep it. Therefore if the Reaver Lord or subsequent Leader dies then the
bands best surviving warriors must struggle to prove themselves worthy of assuming
his place. Identify the warriors with the highest Leadership value, then look at
total Experience points. The 2 models with the highest Leadership and Experience
values are the candidates for Leadership.
Unlike other warbands, the potential new Leaders
must actually fight amongst themselves for the position. This Power Struggle should
be conducted in the presence of the player who killed the existing leader, who should
assume control of the cadidate with the lower Experience total.
The two candidates fight in a 6" circle, starting
at opposite sides. The model with the highest Initiative gets to go first, with
a die roll to settle ties. They fight until one of the candidates is put out of
action. The winner becomes the new Leader and the loser rolls on the serious injury
table.
Additionally, due to the draconian nature of the Norscans, the Leader is also
considered to be Dead if he is ever Captured or is Thrown in the Pits and fails
to defeat the Pit Fighter, as no Leader should ever be so weak as to allow such
a thing to happen. In the eventuality of these events, the Leader is shunned by
his band and is considered to be Dead. They will not ransom him or accept him back
into the band.
Finally, a Power Struggle will occur while the Leader is still alive if any of
the following come to pass:
- A Hero with an equvalent Leadership to the Leader ever equals or exceeds
the Leaders Experience point total
- A Hero ever exceeds the Leaders Leadership ability,
- The Leader suffers any Serious Injury result between 22 and 35 (the warrior
with the next highest Leadership and Experience challenges the injured Leader)
This Power Struggle should be conducted in the presence of the player of the game
in which any of these events came to pass. If the Leader loses this struggle but
surivives he remains with the band and retains all of his abilities and equipment,
but cannot use any abilities defined as 'LEADER ONLY' until such a time as he can
regain his position by meeting one of the three criteria listed above.
Recruitment
The Norscan Reavers are fewer in numbers than many of the other groups staking
their claims in Mordheim. To represent this, it is harder for them to recruit replacements
than other human warbands. When a Norscan warband wishes to employ new members a
Hero of the band must look for other Norscans in the area, in a similar manner to
looking for rare goods. However, rather than finding a lone individual the Heroes
are more likely to find a group of survivors from other Norscan Reaver bands.
The difficulty for finding such a band is a 9, and
d6 Norscans are found. The composition of those found is unimportant; the Norscan
player can hire any applicable type of Norscan warrior as they wish, but they must
hire all of the models found or he cannot hire any of them as the potential recruits
refuse to seperate due to loyalty to their fellow survivors.
If the warband cannot afford all of the warriors
available or cannot fit them within the warbands size limit then the available Norscans
refuse to split up and cannot be taken. As many Heros as are available may look
for new recruits, thus several available groups of various sizes may be found and
the Player may choose which ones he hires. Note that Heroes looking for new recruits
cannot do anything else in the campaign phase, such as look for goods or Dramatis
Personae.
Hirelings
The following Hired Swords will work for the Norscans:
- Pit Fighter
- Warlock
- Freelancer
- Troll Slayer
However, spellcasters charge double their normal upkeep fee to compensate them for
the various indignities and insults they suffer while serving with such barbarous
and superstitious filth.
A band with an Ulfwerener may not hire a Dwarf as they wont work with a Monstrous
creature. Further most Dwarfs don't care for the unruly Norscans in the first place;
only Slayers will generally work with them at all.
Future created Hired Swords will have to be adjudicated on a case by case basis
but as a rule of thumb Elves disdain the Choas taint of the Norscans and refuse
to work for them, the Norscans laugh at the thought of a Halfling warrior, and most
of the members of the warband would likely take great satisfaction at killing an
Ogre or other monster just for the bragging rights.
Dramatis Personae
Of the Dramatis Personae listed in the Mordheim rulebook, only Johann the Knife
will work for a Norscan band. Of the Dramatis Personae presented on this site the
following will work with a Norscans band:
Player created and future supplemental Dramatis Personae will have to be adjudicated on
a case by case basis as appropriate to their background. In general High and Wood
Elven characters will not work for the Norscans as they disdain their percieved
Chaos taint.
Heroes
Reaver Lord
|
The Warband must be lead by a Reaver Lord when starting
|
Ulfwerener
|
The Warband may include up to 1 Ulfwerener
|
Bersaerk
|
The Warband may include up to 2 Berserkers
|
Wayfinder
|
The Warband may include up to 2 Wayfinders
|
Youngling
|
The Warband may include up to 2 Younglings
|
Henchmen
Huscarl
|
The Warband may include up to 5 Huscarls
|
Reaver
|
The Warband may include any number of Reavers
|
Special Abilities
Hardy Breed: The Norscans are a hardy breed as a rule
and all of the weaker ones tend to die off young. Therefore, all Norscans have a
starting Toughness of 4 except for the Younglings.
Norscan Reaver Equipment List
|
Item
|
Cost
|
Hand to hand weapons
|
Dagger (first free)
|
2
|
Maul (Hammer)
|
3
|
Battleaxe
|
5
|
Sword
|
10
|
Spear
|
10
|
Morning Star
|
15
|
Double Handed Weapon
|
15
|
Missile Weapons
|
Short Bow
|
5
|
Bow
|
10
|
Throwing Axes
|
20
|
Armor
|
Shield or Buckler
|
5
|
Helmet
|
10
|
Light Armor
|
20
|
The Norscans favor Axes and Swords and their two handed equivalents, but some
also wield giant blunt or spiked weapons called Mauls that act as either hammers
or 2-handed hammers, and more rarely some use a Morning Star.
As to Armor, the seaborne Norscans generally only
wear light armor that can either be swam in or gotten out of in a hurry so that
they don't sink if they fall into the water. Therefore they may only start with
Light Armor, but the longer a warband fights landbound in Mordheim the more likely
they are to acquire suits of heavier armor.
Norscans shun blackpowder weapons on principal and
will NEVER use them, primarily because it is difficult to keep powder dry on Longboats
and in the frozen North, but also because they are generally a superstitious people
and dont trust such arcane implements.
Special Equipment
Throwing Axes: The Norscans wield axes which they use as normal in Hand to Hand
combat, but can also throw them at short range.
Throwing Axes
|
Range: 8", Strength as User, Thrown Weapon (no Long Range Penalty), additional
-1 armor save penalty.
|
20 gc
|
Starting Experience
Experience and Skills
|
Hero
|
Skill Categories
|
Starting XP
|
Lord
|
Combat, Strength, Norscan
|
20
|
Ulfwerener
|
Combat, Strength, Norscan, Ulfwerener
|
8
|
Bersaerks
|
Combat, Strength, Norscan
|
8
|
Wayfinders
|
Speed, Shooting, Norscan
|
8
|
Youngling
|
Combat, Norscan
|
0
|
Special Skills
Norscan Heroes have access to the new Norscan
Skill list. The Ulfwerener has access to the appropriately named
Ulfwerener Skill list.
Heroes
Type
|
Number
|
Cost
|
Reaver Lord
|
1
|
75
|
The Reaver Lord is the strongest of all the warriors in the band, setting the
example in combat and striving to acquire the most amount of money possible so that
the band can return home in glory rather than shame.
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
4
|
4
|
2
|
3
|
4
|
1
|
4
|
1
|
8
|
As Armor
|
Weapons and Armor: the Reaver Lord may be equipped as desired
from the Norscan Reaver Equipment List
|
Special Ability: Leader. All warriors
in the band within 6" of the Reaver Lord may use his Leadership value for Leadership
tests.
|
Type
|
Number
|
Cost
|
Bersaerks
|
0-2
|
50
|
Some Norscans enter into a howling insane bloodlust, launching themselves into
battle without a care for the consequences or fear of possible harm.
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
4
|
4
|
1
|
4
|
4
|
1
|
3
|
1
|
7
|
As Armor
|
Weapons and Armor: Bersaerks may be equipped as desired from
the Norscan Reaver Equipment List except missile weapons
|
Special Ability: Frenzied. Bersaerks
are subject to Frenzy and must charge if they are within range of an enemy.
|
Type
|
Number
|
Cost
|
Wayfinders
|
0-2
|
50
|
Few Reaver Lords would leave their home shores without a Wayfinder to guide them
through the fogs and mists of the sea or to find the paths to riches in strange
new lands. Norscan Wayfinders are adept at navigation, pathfinding, scouting, and
archery.
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
4
|
3
|
4
|
3
|
4
|
1
|
3
|
1
|
7
|
-
|
Weapons and Armor: Wayfinders may be equipped as desired from
the Norscan Reaver Equipment List except from the armor section. The Wayfinder may
gain armor later, but can never wear anything heavier than Light Armor or Ithilmar
Armor.
|
Special Ability: Keen Senses. Wayfinders
spot all Hidden models within DOUBLE Initiative distance
|
Type
|
Number
|
Cost
|
Ulfwerener
|
0-1
|
60
|
Some Norscans suffer from the beast-taint and have a second non-human form that
they assume in the heat of battle or whenever the battlelust consumes them. Some
take on the qualities of wolves, others of bears, and still others those of giant
warhounds but all of them assume a second form composed of a mix of elements from
their human heritage and their bestial nature. These Ulfwerener can become quite
dangerous and are rightly feared by other mortals.
|
Human Form
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
4
|
3
|
1
|
3
|
4
|
1
|
3
|
1
|
7
|
-
|
Were Form
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
6
|
3
|
0
|
4
|
4
|
2
|
3
|
1
|
7
|
-
|
Weapons and Armor: The Ulfwereners human form may only be equipped
from the Hand to Hand section of the Norscan Reaver Equipment List. The Ulfwerener
cannot use armor because he would rip it to shreds when assuming his beast form.
|
Special Ability: Frenzy: The Ulfwerener
is subject to frenzy and must charge if he can. Charge distance is determined by
the form the Ulwerener is in at the beginning of the Turn. Thus before the Ulfwerener
assumes were form his charge distance is 8", not 12".
|
Special Ability: Wereform: The Ulfwerener
transforms into his were form immediately upon making a frenzied charge, and not
before or for any other reason. Once were form is assumed, the Ulfwerener remains
in were form until the end of the battle even if knocked down or stunned.
|
Special Ability: Access to Ulfwerener skills:
The Ulfwerener can choose skills from the Ulfwerener list when a skill is gained
rather than one of the other skill categories available to him. These Ulfwerener
skills may only be used in were form. (see above)
|
Special Ability: Dual Increases: When
a Ulfwerener gains a profile increase or non-Ulfwerener skill, they are applied
to both profiles, up to appropriate statistic maximums.
|
Special Ability: Causes Fear: The
Ulfwerener causes Fear in were form only.
|
Were Form Maximums (taken from Beorg Bearstruck)
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
6
|
5
|
0
|
6
|
5
|
3
|
5
|
4
|
9
|
-
|
Type
|
Number
|
Cost
|
Younglings
|
0-2
|
15
|
The hopeful youth of the northlands, eager to prove themselves worthy to one
day lead their own raiding parties and perhaps even own more than one Longship.
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
4
|
2
|
2
|
3
|
3
|
1
|
3
|
1
|
6
|
As Armor
|
Weapons and Armor: Younglings may be equipped as desired from
the Norscan Reaver Equipment List
|
Henchmen
Type
|
Number
|
Cost
|
Huscarls
|
0-5
|
40
|
Huscarls are the veteran warriors of a band, hardened to the travails of war
and sure of themselves and their fellows. Huscarls will fight to the last to protect
their fellow veterans.
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
4
|
4
|
2
|
3
|
4
|
1
|
3
|
1
|
7
|
As Armor
|
Weapons and Armor: Huscarls may be equipped as desired from
the Norscan Reaver Equipment List
|
Special Ability: Band of Brothers.
All Huscarls may add 1 to their Leadership for every other Huscarl within 4"
whether they are standing, knocked down, or stunned. This applies to any Leadership
test they are required to make.
|
Type
|
Number
|
Cost
|
Reavers
|
0-14
|
30
|
Reavers are the backbone of any band, and represent the average Norscan raider.
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
SAVE
|
4
|
3
|
2
|
3
|
4
|
1
|
3
|
1
|
7
|
As Armor
|
Weapons and Armor: Reavers may be equipped as desired from the
Norscan Reaver Equipment List
|
Playing a Norscan Force
A Norscan Reaver band has several obvious advantages, but these are balanced
by some significant disadvantages. The primary reason to play the Norscans rather
than, say, the very similar Middenheimers is for their Viking flavor. Other reasons
include a desire for a less homogenous force; all of the human mercenary bands can
start to look an awful lot alike. On a more system level perspective, the Norscans
are very much a HtH force, and have a good mix of interesting Heros.
Pros of the Norscan force
-
Large number of Hero types. The extra variety provides for an opportunity to
shape a different force from other Norscan players; by taking the Ulwerener and
the Bersaerks a player commits himself to a very charge-happy HtH force, whereas
with the selection of Wayfinders and Younglings armed with bows, a player has more
of a skirmishing force; and finally with an even mix the player has a relatively
well balanced force.
-
The Norscan Special Skills. A solid mix of skills accounts for both direct combat
abilities and for less confrontational abilities. The various special Charge attacks
allow a player to build a very potent and flavorful HtH force, where as the various
Leadership abilities ensure that the Norscans stick around in the fight, and finally
the Skald ability allows a Norscan force to be somewhat less affected by bad luck
in critical situations.
-
The Ulfwerener. With his increased profile and Ulfwerener abilities, the Ulfwerener
fills the niche usually reserved for a Wizard in other warbands. He has the potential
to be more dangerous than the Vampire, and provides the Norscans with solid punching
power. With the right skills and statistic raises, he will quickly become a dangerous
foe suitably tough to give even the most skilled warrior pause.
-
High Toughness and Leadership. The Norscans are going to stay in a fight for
a long time. It also means they are less likely to be put out of action and suffer
Serious Injuries or Death.
Cons of the Norscan force
-
Expensive. The Norscans are very costly and therefore will start small. Every
lost man will be painful.
-
Difficult Recruitment. The Norscans will have trouble growing, preventing them
from building up fast and making it diffucult for them to hit max size.
-
Limited number of Hirelings available. The Norscans have to fight their own battles
without much assistance. This helps ensure that they dont grow too large too fast.
-
Limited number of Henchmen Types. Just as they are rich in Hero types, the Norscans
are poor in Henchmen Types. The Huscarls are potent, but once they are at max size
the Reavers are merely average (other than their high toughness), and are lightly
equipped. These are the expendible members of the band and they will likely
take a large number of casualties trying to keep the more important Heroes alive.
-
Internecine Quarreling. The Norscans fight amongst themselves for dominance,
thereby exposing their best warriors to potential damage or death by their own hand.
Everytime a Power Struggle occurs, the band might lose either it's best or second
best warrior.
The Method behind the Madness
This warband was inspired by a Norscan Warband written by Tommy Punk that I found
interesting, but which didnt quite hit the "Norscan" nail on the head for me. So
starting from his list I started making changes. I made some significant additions
and alterations in the above force list. The reasons why I made some of my decisions
follow.
The overarching idea I was aiming at was a very grim
and battle hardened force with some interesting and unique features. I wanted a
band of humans that were gritty and nasty, but not Chaos based. I wanted the Ulfwerener
to be a Vampire-contending supernatural creature to be feared, but not so powerful
that the rest of the warband is just a retinue. I also wanted the Ulfwerener to
be diverse, with enough special abilities that no two are ever likely to be identical.
I also wanted to add some shooty bits to give the force a little more flexibility.
However, after I was finished adding these things
I realize that I had a very Hero oriented top heavy force. It needed some mitigation
to be fair. So after some thought the idea of the Power Struggle was born; this
makes the band inherently racous and unstable. Additionally, I saw that if this
force can build up a very large group they become unusually powerful due to the
availability of frenzied models and the high toughness of starting troops; therefore
I added the Recruitment special rule so that a warband will grow in spurts rather
than in a smooth upward rise which helps keep the band at a managable size. Being
dependent upon rare item rolls to find recruits and having to hire an entire group
the Norscan player will have to both save money and send out his Heroes to look
for new joins, presenting an opportunity cost.
I also limited access to Hirelings to keep the Norscans
from circumventing the Recruitment process and from spending too much money in that
direction. To keep the Ulfwerener in the forefront as the monstrous option for the
band I disallowed the Ogre. In the end I allowed the Warlock against my better judgement
due to feedback from players who felt the Norscans needed access to some magic to
be competitive, but doubled his Upkeep to make it unlikely that the Warlock will
grow too powerful; since it costs as much to hire him as upkeep him, I think that
most players will just hire him when they think they need the magical back up.
In the end our local play group saw a couple of Norscan
bands. They proved to be formidable and interesting, and perhaps a trifle overpowered,
though opinion on this varied and basically came down to forces that rely on Fear
having issues with many in the Norscan band being immune or resistant to it in one
fashion or another (Frenzy, the Huscarl Band of Brothers ability, the Norscan Insane
Courage Skill). Other bands lacking Fear stood up to the Norscans better, and in
particular the Norscans seemed to have problems with Elf and Skaven bands for various
reasons.
Personally I think they are basically balanced, but
may be a bit butch in leagues with a lot of Undead and Possessed; this is just going
by the overall league standings from our local play group. While the Norscans did
well in some pairings (vs Undead and Possessed mostly), they also did poorly in
others (Elf, Skaven, shooty Halfling) and basically broke even in some others (Dwarfs
and Orcs mostly), and by no means burned a hole in the standings.
|